Difference between revisions of "Creating Unit Art"

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Defense can be split into ranged and melee animations.  
 
Defense can be split into ranged and melee animations.  
  
=== Additional Notes ===
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=== Additional Notes and examples ===
  
Test early with different background. Go to your game terrain files, pick say 3 terrains preferably different colours, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game then as the average standard sprite.  
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*Test early with different background. Go to your game terrain files, pick say 3 terrains preferably different colours, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game then as the average standard sprite.  
  
Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originalsso you don't lose them.)  
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*Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originalsso you don't lose them.)  
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*[http://www.wesnoth.org/forum/viewtopic.php?t=7592&sid=eb882602a04b48cf8fcce9ca77fbeae0 an example of an horse animation]
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*The thief is a very good example of what can be done. It has basically all possible animations. I doesn't use the multidirectional ranged images, though, since it's not a ranged unit.
  
 
== See Also ==
 
== See Also ==

Revision as of 22:14, 5 October 2005

Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from this forum thread.

Basic unit image specifications

  • Final format is PNG, 72 x 72 pixels
  • the units should be contained in the hex (the white in the attached template)
  • Normal Units (humans and elves) are about 40px tall
  • Small Units (dwarves and goblins) are a bit over 30px tall
  • Tall Units (drakes and great trolls) are a bit under 50px tall
  • Light comes from a specific direction (for shadings and highlights)
  • Unit must look in the lower right direction
  • Units are centered horizontally
  • Units feets are positioned around 55 pixel from the top, lower for taller units
  • Shadows at 60 opacity, black color.
  • Outlines should be used, made with a darker, but similar colour to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline.
  • Use a consistent nomes for your files, beginning with the unit name, so that they are kept together when browsing the files.

Unit animation specifications

  • You can have as many frames for animations as you like. It depends on what you want to get accross
  • Images and animations must be done for:
  • normal image (1 frame)
  • attack for each type (at least one frame - 2 is good)
  • directional attacks (spear and ranged)
  • defense
  • death frame
  • magical attacks should have 'special effects'

You can also have multiple defense animations (like the thief.) Defense can be split into ranged and melee animations.

Additional Notes and examples

  • Test early with different background. Go to your game terrain files, pick say 3 terrains preferably different colours, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game then as the average standard sprite.
  • Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originalsso you don't lose them.)
  • The thief is a very good example of what can be done. It has basically all possible animations. I doesn't use the multidirectional ranged images, though, since it's not a ranged unit.

See Also